From c7cf7006f3e068c228944744253c7278153977d7 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 12 Apr 2020 14:48:15 -0400 Subject: [PATCH] Added symbol pop up to hitt effects as well as some code and comment clean up within damage/hit functions --- Assets/Scenes/Test Scene.unity | 172 ++++++++++++++++++++++++++++++++- Assets/Scripts/GMScript.cs | 117 +++++++++++++--------- 2 files changed, 240 insertions(+), 49 deletions(-) diff --git a/Assets/Scenes/Test Scene.unity b/Assets/Scenes/Test Scene.unity index 3f5d6b0..ab94822 100644 --- a/Assets/Scenes/Test Scene.unity +++ b/Assets/Scenes/Test Scene.unity @@ -228,7 +228,7 @@ SpriteRenderer: m_LightmapParameters: {fileID: 0} m_SortingLayerID: -1267717829 m_SortingLayer: 3 - m_SortingOrder: 0 + m_SortingOrder: 1 m_Sprite: {fileID: 21300000, guid: 8244b89fa180da5488a07eb616811b1a, type: 3} m_Color: {r: 1, g: 1, b: 1, a: 1} m_FlipX: 0 @@ -250,7 +250,8 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 2, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} - m_Children: [] + m_Children: + - {fileID: 1475355867} m_Father: {fileID: 0} m_RootOrder: 8 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} @@ -489,6 +490,87 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 151717029} m_CullTransparentMesh: 0 +--- !u!1 &157512979 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 157512980} + - component: {fileID: 157512981} + m_Layer: 0 + m_Name: Symbol + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &157512980 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 157512979} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 0, z: 0} + m_LocalScale: {x: 0.75, y: 0.75, z: 1} + m_Children: [] + m_Father: {fileID: 253373585} + m_RootOrder: 0 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!212 &157512981 +SpriteRenderer: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 157512979} + m_Enabled: 1 + m_CastShadows: 0 + m_ReceiveShadows: 0 + m_DynamicOccludee: 1 + m_MotionVectors: 1 + m_LightProbeUsage: 1 + m_ReflectionProbeUsage: 1 + m_RayTracingMode: 0 + m_RenderingLayerMask: 1 + m_RendererPriority: 0 + m_Materials: + - {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 + m_StaticBatchRoot: {fileID: 0} + m_ProbeAnchor: {fileID: 0} + m_LightProbeVolumeOverride: {fileID: 0} + m_ScaleInLightmap: 1 + m_ReceiveGI: 1 + m_PreserveUVs: 0 + m_IgnoreNormalsForChartDetection: 0 + m_ImportantGI: 0 + m_StitchLightmapSeams: 1 + m_SelectedEditorRenderState: 0 + m_MinimumChartSize: 4 + m_AutoUVMaxDistance: 0.5 + m_AutoUVMaxAngle: 89 + m_LightmapParameters: {fileID: 0} + m_SortingLayerID: -1267717829 + m_SortingLayer: 3 + m_SortingOrder: 0 + m_Sprite: {fileID: 0} + m_Color: {r: 1, g: 1, b: 1, a: 1} + m_FlipX: 0 + m_FlipY: 0 + m_DrawMode: 0 + m_Size: {x: 1, y: 1} + m_AdaptiveModeThreshold: 0.5 + m_SpriteTileMode: 0 + m_WasSpriteAssigned: 0 + m_MaskInteraction: 0 + m_SpriteSortPoint: 0 --- !u!1 &250552072 GameObject: m_ObjectHideFlags: 0 @@ -645,7 +727,7 @@ SpriteRenderer: m_LightmapParameters: {fileID: 0} m_SortingLayerID: -1267717829 m_SortingLayer: 3 - m_SortingOrder: 0 + m_SortingOrder: 1 m_Sprite: {fileID: 21300000, guid: 8244b89fa180da5488a07eb616811b1a, type: 3} m_Color: {r: 1, g: 1, b: 1, a: 1} m_FlipX: 0 @@ -667,7 +749,8 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: -2.5, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} - m_Children: [] + m_Children: + - {fileID: 157512980} m_Father: {fileID: 0} m_RootOrder: 9 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} @@ -2980,6 +3063,87 @@ RectTransform: m_AnchoredPosition: {x: 4, y: 1.5} m_SizeDelta: {x: 600, y: 200} m_Pivot: {x: 0.5, y: 0.5} +--- !u!1 &1475355866 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 1475355867} + - component: {fileID: 1475355868} + m_Layer: 0 + m_Name: Symbol + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &1475355867 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1475355866} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 0, z: 0} + m_LocalScale: {x: 0.75, y: 0.75, z: 1} + m_Children: [] + m_Father: {fileID: 76123736} + m_RootOrder: 0 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!212 &1475355868 +SpriteRenderer: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1475355866} + m_Enabled: 1 + m_CastShadows: 0 + m_ReceiveShadows: 0 + m_DynamicOccludee: 1 + m_MotionVectors: 1 + m_LightProbeUsage: 1 + m_ReflectionProbeUsage: 1 + m_RayTracingMode: 0 + m_RenderingLayerMask: 1 + m_RendererPriority: 0 + m_Materials: + - {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 + m_StaticBatchRoot: {fileID: 0} + m_ProbeAnchor: {fileID: 0} + m_LightProbeVolumeOverride: {fileID: 0} + m_ScaleInLightmap: 1 + m_ReceiveGI: 1 + m_PreserveUVs: 0 + m_IgnoreNormalsForChartDetection: 0 + m_ImportantGI: 0 + m_StitchLightmapSeams: 1 + m_SelectedEditorRenderState: 0 + m_MinimumChartSize: 4 + m_AutoUVMaxDistance: 0.5 + m_AutoUVMaxAngle: 89 + m_LightmapParameters: {fileID: 0} + m_SortingLayerID: -1267717829 + m_SortingLayer: 3 + m_SortingOrder: 0 + m_Sprite: {fileID: 0} + m_Color: {r: 1, g: 1, b: 1, a: 1} + m_FlipX: 0 + m_FlipY: 0 + m_DrawMode: 0 + m_Size: {x: 1, y: 1} + m_AdaptiveModeThreshold: 0.5 + m_SpriteTileMode: 0 + m_WasSpriteAssigned: 0 + m_MaskInteraction: 0 + m_SpriteSortPoint: 0 --- !u!1 &1480396846 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/GMScript.cs b/Assets/Scripts/GMScript.cs index 9847045..185651a 100644 --- a/Assets/Scripts/GMScript.cs +++ b/Assets/Scripts/GMScript.cs @@ -41,7 +41,7 @@ public class GMScript : MonoBehaviour private string[] PartyMemberOrder = new string[partySize]; private int[] OrderNumbers = new int[partySize]; private int[] PartyColours = new int[partySize]; - private int[] EnemtyPartsColours; + private int[] EnemyPartsColours; private int[] EnemyKillSequence; enum Colours { @@ -58,7 +58,7 @@ public class GMScript : MonoBehaviour void Start() { - EnemtyPartsColours = new int[EnemyParts.Length]; + EnemyPartsColours = new int[EnemyParts.Length]; // KILL SEQUENCE RANGES FROM LENGTH OF 2 TO 5 HITS EnemyKillSequence = new int[Random.Range(2, 5)]; @@ -285,12 +285,19 @@ public class GMScript : MonoBehaviour //CHECKING IF AN "ATTACK" OR "NON-ATTACK" ROBOT IS GOING if(((Colours)PartyColours[OrderNumbers[i]-1] != Colours.Grey && - (Colours)PartyColours[OrderNumbers[i]-1] != Colours.White) + (Colours)PartyColours[OrderNumbers[i]-1] != Colours.White && + (Colours)PartyColours[OrderNumbers[i]-1] != Colours.Black) && sheild != true) { Hit.transform.GetComponent().color = - PartyMembers[OrderNumbers[i]-1].transform.GetComponent().color; + SetColour(PartyColours[OrderNumbers[i]-1]); + + Hit.transform.GetChild(0).GetComponent().sprite = + Symbols[PartyColours[OrderNumbers[i]-1]]; + + Hit.transform.GetChild(0).GetComponent().color = + SetColour(PartyColours[OrderNumbers[i]-1]); Hit.SetActive(true); @@ -306,21 +313,29 @@ public class GMScript : MonoBehaviour } - //GREY ROBOT (SHEILD) IS GOING + // GREY ROBOT (SHEILD) IS GOING if ((Colours)PartyColours[OrderNumbers[i]-1] == Colours.Grey){ sheild = true; Sheild.transform.GetComponent().color = - PartyMembers[OrderNumbers[i]-1].transform.GetComponent().color; + SetColour(PartyColours[OrderNumbers[i]-1]); Sheild.SetActive(true); } - //GREEN/LIME ROBOT (HEALTH) IS GOING - if ((Colours)PartyColours[OrderNumbers[i]-1] == Colours.White){ + // NON-ATTACK ROBOT IS GOING + if ((Colours)PartyColours[OrderNumbers[i]-1] == Colours.White || + (Colours)PartyColours[OrderNumbers[i]-1] == Colours.Grey || + (Colours)PartyColours[OrderNumbers[i]-1] == Colours.Black){ EnemyHit.transform.GetComponent().color = - PartyMembers[OrderNumbers[i]-1].transform.GetComponent().color; + SetColour(PartyColours[OrderNumbers[i]-1]); + + EnemyHit.transform.GetChild(0).GetComponent().sprite = + Symbols[PartyColours[OrderNumbers[i]-1]]; + + EnemyHit.transform.GetChild(0).GetComponent().color = + SetColour(PartyColours[OrderNumbers[i]-1]); EnemyHit.SetActive(true); @@ -374,7 +389,13 @@ public class GMScript : MonoBehaviour +enemyAttackAnim.GetCurrentAnimatorStateInfo(0).normalizedTime); EnemyHit.transform.GetComponent().color = - EnemyParts[3].transform.GetChild(0).GetComponent().color; + SetColour(EnemyPartsColours[3]); + + EnemyHit.transform.GetChild(0).GetComponent().sprite = + Symbols[EnemyPartsColours[3]]; + + EnemyHit.transform.GetChild(0).GetComponent().color = + SetColour(EnemyPartsColours[3]); enemyAttackAnim.SetTrigger("AttackTrigger"); @@ -396,7 +417,13 @@ public class GMScript : MonoBehaviour EnemyHit.SetActive(false); EnemyHit.transform.GetComponent().color = - EnemyParts[4].transform.GetChild(0).GetComponent().color; + SetColour(EnemyPartsColours[4]); + + EnemyHit.transform.GetChild(0).GetComponent().sprite = + Symbols[EnemyPartsColours[4]]; + + EnemyHit.transform.GetChild(0).GetComponent().color = + SetColour(EnemyPartsColours[4]); EnemyHit.SetActive(true); @@ -421,7 +448,7 @@ public class GMScript : MonoBehaviour float modifier = 1.0f; float modifiedAttack = 2.0f; - int colourModifier = ColourCompare(partyMember, (Colours)EnemtyPartsColours[2]); + int colourModifier = ColourCompare(partyMember, (Colours)EnemyPartsColours[2]); // ATTACK MODIFIER BASED ON THE RELATION OF THE COLOUR OF THE PARTY MEMBER // AND THE COLOUR OF THE ENEMY ROBOT BASE BODY COLOUR @@ -550,7 +577,7 @@ public class GMScript : MonoBehaviour for(int j = 0; j < partySize; j++){ modifier += - ColourCompare((Colours)EnemtyPartsColours[3+i], (Colours)PartyColours[j]); + ColourCompare((Colours)EnemyPartsColours[3+i], (Colours)PartyColours[j]); } @@ -597,101 +624,101 @@ public class GMScript : MonoBehaviour EnemyParts[0].transform.GetChild(0).GetComponent().sprite = EnemyAntenna[Random.Range(0, EnemyAntenna.Length)]; - EnemtyPartsColours[0] = Random.Range(0, 15); + EnemyPartsColours[0] = Random.Range(0, 15); EnemyParts[0].transform.GetChild(0).GetComponent().color = - SetColour(EnemtyPartsColours[0]); + SetColour(EnemyPartsColours[0]); EnemyParts[0].transform.GetChild(1).GetComponent().sprite = - Symbols[EnemtyPartsColours[0]]; + Symbols[EnemyPartsColours[0]]; EnemyParts[0].transform.GetChild(1).GetComponent().color = - SetColour(EnemtyPartsColours[0]); + SetColour(EnemyPartsColours[0]); EnemyParts[1].transform.GetChild(0).GetComponent().sprite = EnemyHead[Random.Range(0, EnemyHead.Length)]; - EnemtyPartsColours[1] = Random.Range(0, 15); + EnemyPartsColours[1] = Random.Range(0, 15); EnemyParts[1].transform.GetChild(0).GetComponent().color = - SetColour(EnemtyPartsColours[1]); + SetColour(EnemyPartsColours[1]); EnemyParts[1].transform.GetChild(1).GetComponent().sprite = - Symbols[EnemtyPartsColours[1]]; + Symbols[EnemyPartsColours[1]]; EnemyParts[1].transform.GetChild(1).GetComponent().color = - SetColour(EnemtyPartsColours[1]); + SetColour(EnemyPartsColours[1]); EnemyParts[2].transform.GetChild(0).GetComponent().sprite = EnemyBody[Random.Range(0, EnemyBody.Length)]; - EnemtyPartsColours[2] = Random.Range(0, 12); + EnemyPartsColours[2] = Random.Range(0, 12); EnemyParts[2].transform.GetChild(0).GetComponent().color = - SetColour(EnemtyPartsColours[2]); + SetColour(EnemyPartsColours[2]); EnemyParts[2].transform.GetChild(1).GetComponent().sprite = - Symbols[EnemtyPartsColours[2]]; + Symbols[EnemyPartsColours[2]]; EnemyParts[2].transform.GetChild(1).GetComponent().color = - SetColour(EnemtyPartsColours[2]); + SetColour(EnemyPartsColours[2]); EnemyParts[2].transform.GetChild(2).GetComponent().sprite = - Symbols[EnemtyPartsColours[2]]; + Symbols[EnemyPartsColours[2]]; EnemyParts[2].transform.GetChild(2).GetComponent().color = - SetColour(EnemtyPartsColours[2]); + SetColour(EnemyPartsColours[2]); EnemyParts[3].transform.GetChild(0).GetComponent().sprite = EnemyArm[Random.Range(0, EnemyArm.Length)]; - EnemtyPartsColours[3] = Random.Range(0, 12); + EnemyPartsColours[3] = Random.Range(0, 12); EnemyParts[3].transform.GetChild(0).GetComponent().color = - SetColour(EnemtyPartsColours[3]); + SetColour(EnemyPartsColours[3]); EnemyParts[3].transform.GetChild(1).GetComponent().sprite = - Symbols[EnemtyPartsColours[3]]; + Symbols[EnemyPartsColours[3]]; EnemyParts[3].transform.GetChild(1).GetComponent().color = - SetColour(EnemtyPartsColours[3]); + SetColour(EnemyPartsColours[3]); EnemyParts[4].transform.GetChild(0).GetComponent().sprite = EnemyArm[Random.Range(0, EnemyArm.Length)]; - EnemtyPartsColours[4] = Random.Range(0, 12); + EnemyPartsColours[4] = Random.Range(0, 12); EnemyParts[4].transform.GetChild(0).GetComponent().color = - SetColour(EnemtyPartsColours[4]); + SetColour(EnemyPartsColours[4]); EnemyParts[4].transform.GetChild(1).GetComponent().sprite = - Symbols[EnemtyPartsColours[4]]; + Symbols[EnemyPartsColours[4]]; EnemyParts[4].transform.GetChild(1).GetComponent().color = - SetColour(EnemtyPartsColours[4]); + SetColour(EnemyPartsColours[4]); EnemyParts[5].transform.GetChild(0).GetComponent().sprite = EnemyChest[Random.Range(0, EnemyChest.Length)]; - EnemtyPartsColours[5] = EnemyKillSequence[0]; + EnemyPartsColours[5] = EnemyKillSequence[0]; EnemyParts[5].transform.GetChild(0).GetComponent().color = - SetColour(EnemtyPartsColours[5]); - EnemyKillSequence[0] = EnemtyPartsColours[5]; + SetColour(EnemyPartsColours[5]); + EnemyKillSequence[0] = EnemyPartsColours[5]; EnemyParts[5].transform.GetChild(1).GetComponent().sprite = - Symbols[EnemtyPartsColours[5]]; + Symbols[EnemyPartsColours[5]]; EnemyParts[5].transform.GetChild(1).GetComponent().color = - SetColour(EnemtyPartsColours[5]); + SetColour(EnemyPartsColours[5]); EnemyParts[6].transform.GetChild(0).GetComponent().sprite = EnemyWeakness[Random.Range(0, EnemyWeakness.Length)]; - EnemtyPartsColours[6] = EnemyKillSequence[1]; + EnemyPartsColours[6] = EnemyKillSequence[1]; EnemyParts[6].transform.GetChild(0).GetComponent().color = - SetColour(EnemtyPartsColours[6]); - EnemyKillSequence[1] = EnemtyPartsColours[6]; + SetColour(EnemyPartsColours[6]); + EnemyKillSequence[1] = EnemyPartsColours[6]; EnemyParts[6].transform.GetChild(1).GetComponent().sprite = - Symbols[EnemtyPartsColours[6]]; + Symbols[EnemyPartsColours[6]]; EnemyParts[6].transform.GetChild(1).GetComponent().color = - SetColour(EnemtyPartsColours[6]); + SetColour(EnemyPartsColours[6]); }